extends Node2D ## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline: ## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle ## plus sample trees, rocks, and two stockpile zones with different priorities ## for the haul-cascade demo. ## ## TileMap layer indices follow docs/architecture.md: ## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80) const TILE_SIZE_PX: int = 16 const TILE_GRASS: Vector2i = Vector2i(0, 0) const TILE_DIRT: Vector2i = Vector2i(1, 0) const TILE_STONE: Vector2i = Vector2i(2, 0) const TILE_STONE_DARK: Vector2i = Vector2i(3, 0) const PLACEHOLDER_SOURCE_ID: int = 0 const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn") const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn") const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn") const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn") const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn") const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn") const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn") const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn") # 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table. const SAMPLE_PAWNS: Array[Dictionary] = [ {"name": "Bram", "tile": Vector2i(20, 40)}, {"name": "Cora", "tile": Vector2i(25, 40)}, {"name": "Edda", "tile": Vector2i(30, 40)}, ] # Phase 4 — sample harvestables. Trees clustered east, rocks south-east. const SAMPLE_TREES: Array[Vector2i] = [ Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30), Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35), ] const SAMPLE_ROCKS: Array[Vector2i] = [ Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62), ] # HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks). const HAUL_SWEEP_INTERVAL_TICKS: int = 100 @onready var terrain_layer: TileMapLayer = $Terrain @onready var floor_layer: TileMapLayer = $Floor @onready var wall_layer: TileMapLayer = $Wall @onready var designation_layer: TileMapLayer = $Designation @onready var roof_layer: TileMapLayer = $Roof @onready var fog_layer: TileMapLayer = $Fog @onready var pathfinder: Pathfinder = $Pathfinder @onready var selection: Selection = $Selection @onready var designation_ctl: Designation = $DesignationCtl @onready var rest_provider: RestProvider = $RestProvider @onready var chop_provider: ChopProvider = $ChopProvider @onready var mine_provider: MineProvider = $MineProvider @onready var hauling_provider: HaulingProvider = $HaulingProvider @onready var construction_provider: ConstructionProvider = $ConstructionProvider func _ready() -> void: Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y]) var tileset := _build_placeholder_tileset() for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]: layer.tile_set = tileset _paint_terrain() # Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered # only on the (now-hidden) Wall TileMap layer. With the rendering pivot # to entity-based walls, that ring was invisible to the player but still # blocked pathing. Removing it cleans the world view; the Phase 5 cabin # is now the only player-visible structure. _apply_camera_bounds() pathfinder.setup(MAP_SIZE_TILES) _wire_walls_to_pathfinder() selection.bind(pathfinder) World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.) # Phase 5 — expose TileMap layer refs on the autoload so entity code # (Wall._complete, Floor._complete) can stamp data-only tile state. World.wall_layer = wall_layer World.floor_layer = floor_layer World.designation_layer = designation_layer # Designation: bind the paint surface + the Selection guard. designation_ctl.bind(designation_layer, selection) # Register all 5 providers — Decision iterates by .priority desc. # construction=6 > chop=5 > mine=4 > haul=3 > rest=0. World.register_work_provider(construction_provider) World.register_work_provider(chop_provider) World.register_work_provider(mine_provider) World.register_work_provider(hauling_provider) World.register_work_provider(rest_provider) # Phase 5: bridge designation paint events → spawn the ghost-state entity # at that tile and register it as a build site. EventBus.designation_added.connect(_on_designation_added) EventBus.designation_cleared.connect(_on_designation_cleared) _spawn_sample_pawns() _spawn_sample_harvestables() _spawn_sample_stockpiles() _seed_phase5_demo_buildings() _run_pathfinder_spike() # Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in # stockpiles in case a higher-priority destination opened up. EventBus.sim_tick.connect(_on_sim_tick_world_sweep) func world_bounds_px() -> Rect2: return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX)) # ── tileset & map painting ────────────────────────────────────────────────── func _build_placeholder_tileset() -> TileSet: # Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames # art replaces this in Phase 5 (wood walls + stone walls). var ts := TileSet.new() ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) var atlas_w := TILE_SIZE_PX * 4 var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8) var palette: Array[Color] = [ Color(0.45, 0.65, 0.30), # grass Color(0.55, 0.45, 0.30), # dirt Color(0.60, 0.60, 0.55), # stone Color(0.30, 0.30, 0.32), # stone dark ] for i in palette.size(): var base: Color = palette[i] # Subtle border — was darkened(0.15) which made grass look like graph paper. # darkened(0.04) keeps the tile boundary readable when squinting but doesn't # dominate the visual. var border: Color = base.darkened(0.04) for px in TILE_SIZE_PX: for py in TILE_SIZE_PX: var on_border := ( px == 0 or px == TILE_SIZE_PX - 1 or py == 0 or py == TILE_SIZE_PX - 1 ) img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base) var tex := ImageTexture.create_from_image(img) var src := TileSetAtlasSource.new() src.texture = tex src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) for i in palette.size(): src.create_tile(Vector2i(i, 0)) ts.add_source(src, PLACEHOLDER_SOURCE_ID) return ts func _paint_terrain() -> void: for x in MAP_SIZE_TILES.x: for y in MAP_SIZE_TILES.y: terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS) func _paint_sample_walls() -> void: var origin := Vector2i(36, 36) var size: int = 8 for i in size: wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE) wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE) wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK) wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK) # ── pathfinder + pawns ────────────────────────────────────────────────────── func _wire_walls_to_pathfinder() -> void: var wall_cells := wall_layer.get_used_cells() for cell in wall_cells: pathfinder.set_cell_walkable(cell, false) Audit.log("world", "%d wall cells marked impassable" % wall_cells.size()) func _spawn_sample_pawns() -> void: for spawn_data in SAMPLE_PAWNS: var p: Pawn = PAWN_SCENE.instantiate() add_child(p) p.setup(spawn_data["name"], spawn_data["tile"]) # Phase 3: attach a JobRunner so Decision can hand it jobs. var jr := JobRunner.new() jr.name = "JobRunner" p.add_child(jr) jr.setup(p, pathfinder) p.job_runner = jr World.register_pawn(p) # ── Phase 4: harvestables + stockpile zones ───────────────────────────────── func _spawn_sample_harvestables() -> void: # Untyped vars — Godot's class-name cache for class_name'd classes is # scan-time and intermittently lags behind file changes. Duck typing is # safer here and the calls below are all spec'd on the entity types. for t_tile in SAMPLE_TREES: var tree = TREE_SCENE.instantiate() add_child(tree) tree.setup(t_tile) for r_tile in SAMPLE_ROCKS: var rock = ROCK_SCENE.instantiate() add_child(rock) rock.setup(r_tile) Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()]) func _seed_phase5_demo_buildings() -> void: # Pre-queue a small cabin outline as build designations so pawns visibly # construct walls when they exit Chop/Mine work. Phase 17 will add real # player-driven designation UI; for now the player sees the construction # loop without needing to paint anything. # # Layout: 8×6 wall ring at (44, 23) — interior 6×4 = 24 cells of real room. var origin := Vector2i(44, 23) var w := 8 var h := 6 for x in w: EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL) EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL) for y in h: EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL) EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL) # Place a couple of crates at known tiles so the haul system has a target. var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)] for t in crate_tiles: var c: Crate = CRATE_SCENE.instantiate() add_child(c) c.setup(t) # Mark crate as already-built for the demo (skip the construction phase). # Phase 17 player UI flow would walk it through a build designation first. while c.is_buildable(): c.on_build_tick() Audit.log("world", "phase 5 demo: %d wall designations seeded + %d crates built" % [ w * 2 + h * 2 - 4, crate_tiles.size() ]) func _spawn_sample_stockpiles() -> void: # Two zones for the Phase 4 acceptance demo: # - Zone A (north): wood-only filter, NORMAL priority (just a wood drop) # - Zone B (south): wildcard, HIGH priority (the "watch wood flow upward" target) # When the sweep runs, wood items in Zone A get re-marked for haul and # eventually migrate to Zone B. var zone_a: StockpileZone = STOCKPILE_SCENE.instantiate() add_child(zone_a) zone_a.region = Rect2i(15, 55, 4, 4) zone_a.label = "Wood (Normal)" zone_a.priority = StorageDestination.Priority.NORMAL zone_a.accepted_types = [Item.TYPE_WOOD] as Array[StringName] zone_a.queue_redraw() var zone_b: StockpileZone = STOCKPILE_SCENE.instantiate() add_child(zone_b) zone_b.region = Rect2i(15, 62, 4, 4) zone_b.label = "Anything (High)" zone_b.priority = StorageDestination.Priority.HIGH zone_b.accepted_types = [] as Array[StringName] # wildcard zone_b.queue_redraw() Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label]) # ── Phase 5: designation → build-site spawn bridge ────────────────────────── # Track build sites keyed by tile so we can find + queue_free them on cancel. var _build_sites_by_tile: Dictionary = {} func _on_designation_added(cell: Vector2i, tool: StringName) -> void: if _build_sites_by_tile.has(cell): return # already a build site here var entity = null match tool: &"build_wall": entity = WALL_SCENE.instantiate() add_child(entity) entity.setup(cell, &"stone") &"build_floor": entity = FLOOR_SCENE.instantiate() add_child(entity) entity.setup(cell, &"wood") _: Audit.log("world", "unknown designation tool: %s" % tool) return _build_sites_by_tile[cell] = entity Audit.log("world", "queued %s at %s" % [tool, cell]) func _on_designation_cleared(cell: Vector2i) -> void: if not _build_sites_by_tile.has(cell): return var entity = _build_sites_by_tile[cell] _build_sites_by_tile.erase(cell) if is_instance_valid(entity) and not entity.is_completed(): entity.queue_free() # ── periodic re-flow (the "wood floats up" cascade) ───────────────────────── func _on_sim_tick_world_sweep(tick_n: int) -> void: if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0: return hauling_provider.sweep_for_better_destinations() # ── spike: AStarGrid2D query timing at 80² ────────────────────────────────── func _run_pathfinder_spike() -> void: var corners := [ Vector2i(2, 2), Vector2i(MAP_SIZE_TILES.x - 3, 2), Vector2i(2, MAP_SIZE_TILES.y - 3), Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3), ] var pairs: Array = [] for a in corners: for b in corners: if a != b: pairs.append([a, b]) var result: Dictionary = pathfinder.benchmark(pairs, 3) Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [ result["total_paths"], result["min_us"], result["avg_us"], result["max_us"] ]) # ── camera bounds ─────────────────────────────────────────────────────────── func _apply_camera_bounds() -> void: var cam := get_node_or_null("CameraRig") if cam == null: Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.") return if not cam.has_method("set_world_bounds"): Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.") return cam.set_world_bounds(world_bounds_px())